PRMM v0.3 Released

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  • bigbossmatt
    Member
    • Aug 2006
    • 202

    #91
    Singleplayer flags not cappable?

    Why can't I cap the flags in single player? I tried everyone of them, and none of them go down.

    Comment

    • eggman

      #92
      Re: Singleplayer flags not cappable?

      Originally posted by bigbossmatt
      Why can't I cap the flags in single player? I tried everyone of them, and none of them go down.
      As per the readme, go to /mods/pr/python/game/gamemodes and run spfix.bat

      egg

      Comment

      • Evil_Eye

        #93
        Re: PRMM v0.3 Released

        Downloaded it.

        Very impressed.
        Everyone new to this mod should try it for over a week, as at first realism can be very frustrating - but in the long run its more rewarding.

        oh, and extraction is sweet! :)

        Comment

        • ugly duck

          #94
          Re: PRMM v0.3 Released

          On the topic of spawn times... I believe they're still a server side thing, unless the code monkeys found a way for force a minimum spawn time. Also, for the 30ish seconds you have to wait on most servers, you spend all but a few seconds of that on the ground waiting for a medic to heal you unless you get killed imediately. I've gotten used to it, waiting a while that is. In fact I went to play vannila BF2 with some friends. So I died, because I suck... but all the sudden I spawned like 10 seconds later and was like "WTF" because I was used to the spawn times in PR.

          Comment

          • eggman

            #95
            Re: PRMM v0.3 Released

            We set the spawn times with PR, but server admins can configure it through a project reality configuration file.

            We may have set them too high.. I dunno.... we're really trying to encourage ppl to play more methodically. Perhaps for the newcomers a 20s spawn time would be better with a 40s atrition cap (atrition = +1 second spawn time for each death).

            egg

            Comment

            • nickbuddy111

              #96
              Re: PRMM v0.3 Released

              ^^^^ i like that idea

              Comment

              • imported_Rhino
                Member
                • Dec 2006
                • 1341

                #97
                Re: PRMM v0.3 Released

                Originally posted by Cerro
                Fig, that was a marvelous assessment.
                Great post!
                ye fig you took the words out of my mouth

                Comment

                • Canuck

                  #98
                  Re: PRMM v0.3 Released

                  I like the increased accuracy, nice being able to hit what you aim at.

                  The increased spawn times means as I don't have to be on my toes as much, and players seemed reluctant to fight which makes them even easier to kill. It really slows to pace of the game down a lot, so it makes the game much more pleasant to play.

                  Myself, I didn't mind the 30 second spawn to much as it relaxed the pace of the game, but sometimes I had to wait 45 seconds (perhaps a tk penalty?), and other times my timer would count down to 0 and then restart at 6 seconds. That was frustrating. Seemed like a server glitch, anybody know?

                  Also last night on Karkand, MEC side was not able to create squads. Lots of players last night kept asking, but the only reply they got was "stop complaining". I never bothered to ask myself, I already knew the reply. So I thought I'd ask here. Is this a server setting or a mod feature?

                  My only dislike is with the no camera views in the choppers, which makes the mod feel like one of those arcade games I use to play in the early 80's. After 25 years of driving experience, I figure I won't be able to adjust to driving or flying like I'm wearing a neck brace with no review or side view mirrors so I figure I just won't fly. It's not competiton so I dont have to. :)

                  Aside from the no camera views, and spawns time occassionally resetting, I like the mod. The sounds are great, gameplay is slower and easier, kits are more balanced, and overall a lot less stressful.

                  Wouldn't mind trying out this mod competitively 8v8, except I think the spawn times need to be reduced otherwise most matches would certainly end in cap outs (but I admit I don't really know as the flags take longer to turn).

                  Oh yeah, one other thing. I don't know why, but for some reason the mod not only looks better, but also runs smoother on my pc than vanilla BF2, what's up with that? or is that just my imagination? :)

                  Comment

                  • owenc17

                    #99
                    Re: PRMM v0.3 Released

                    I deserve a long round of applause. I downloaded the 700mb+ file in under 3 hours but then left my computer running for 48 or so hours. 5.75 GB were uploaded from me. That means I gave the file to about 8 people am I a great citizen or what!

                    Man it feels good to give others the chance to download. Now I am gonna go play.

                    Comment

                    • ugly duck

                      #100
                      Re: PRMM v0.3 Released

                      Canuck I believe you get punished with longer spawn times if you leave/join a squad(one of the two) while you're dead. This was done to prevent the squad hopping stuff, though I'd guess it'll be removed if EA really does fix it in 1.3.

                      Comment

                      • yUP|Patriots

                        #101
                        Re: PRMM v0.3 Released

                        great mod, but unfortunately it's no fun because of the enormous amount of smacktards.

                        Comment

                        • Pants224

                          #102
                          Re: PRMM v0.3 Released

                          We need more USA servers
                          I love the game otherwise. The no crosshair thing eliminates the run-and-gun style of vanilla BF2 and forces you to use your ironsights or scope. Thumbs up!

                          Comment

                          • eggman

                            #103
                            Re: PRMM v0.3 Released

                            Originally posted by |D|-Crazycanuck
                            Myself, I didn't mind the 30 second spawn to much as it relaxed the pace of the game, but sometimes I had to wait 45 seconds (perhaps a tk penalty?), and other times my timer would count down to 0 and then restart at 6 seconds. That was frustrating. Seemed like a server glitch, anybody know?
                            There are 3 things that affect spawn times in PR:
                            1. server setting for spawn times as defined in realityconfig.py
                            2. your number of deaths; 1 second is added to your "you were killed" time for each death to a maximum of 30 seconds (for a total maximum of 60s of spawn time). We call the +1 second stuff "atrition" meaning if one side is careless and dying a lot, they will have less "reinforcements".
                            3. squad hopping when dead gives you a 30s spawn time penalty

                            Originally posted by |D|-Crazycanuck
                            Also last night on Karkand, MEC side was not able to create squads. Lots of players last night kept asking, but the only reply they got was "stop complaining". I never bothered to ask myself, I already knew the reply. So I thought I'd ask here. Is this a server setting or a mod feature?
                            BF2 server "feature" (aka bug) introduced with BF2 1.21 I think. Sometimes happens, not a mod feature, annoying as hell as it requires a server restart to fix it.

                            Originally posted by |D|-Crazycanuck
                            My only dislike is with the no camera views in the choppers, which makes the mod feel like one of those arcade games I use to play in the early 80's. After 25 years of driving experience, I figure I won't be able to adjust to driving or flying like I'm wearing a neck brace with no review or side view mirrors so I figure I just won't fly. It's not competiton so I dont have to. :)
                            Use the CTRL key & mouse to look around in the cockpit. All the views in PR are 1p views. Or are you referring to removing the nose cam?

                            Originally posted by |D|-Crazycanuck
                            Wouldn't mind trying out this mod competitively 8v8, except I think the spawn times need to be reduced otherwise most matches would certainly end in cap outs (but I admit I don't really know as the flags take longer to turn).
                            These settings and many more are easily configureable in the realityconfig.py file. I dunno if PR is all that appealing to the general public... it is certainly more suited to folks who like a more methodical pace and are open to playing in a much more teamwork oriented style. I think clans and tournaments and such will be a decent chunk of the PR player base, tho we are not intentionally limiting it to that appeal, just the game play style we devs like is more suited to organised play than pubbing (I myself am not in a clan and don't really play in tournaments and such, but do really like more tactical and team dependent play).

                            Originally posted by |D|-Crazycanuck
                            Oh yeah, one other thing. I don't know why, but for some reason the mod not only looks better, but also runs smoother on my pc than vanilla BF2, what's up with that? or is that just my imagination? :)
                            Would love to say that's us, but euhhh I think it's yer imagination heh. One relevant issue is that there are less vehicles in PR because they are "assets" we have on fairly long respawn timers (relative to BF2). So that could contribute, but .. to counter that .. we keep wrecks on the battlefield for quite a long time (as they make for a sort of "dynamic" cover.

                            Thanks for trying out PR and for posting your thoughts.

                            egg

                            Comment

                            • Hot Tub Man #1

                              #104
                              Re: PRMM v0.3 Released

                              With the whole squad hopping debate, I absolutely love the way PR handled it, and I think that even if EA "fixes" it in a new patch, PR should keep their system the way it is. Rather than limiting your ability to squad hop altogether, they just discourage it with a really long spawn time.

                              In my mind, squad hopping in PRMM feels almost like a gamble - if you do decide to switch to a better squad (for whatever reason), you've got to think long and hard whether you're willing to wait 40 more seconds to spawn. Plus, if the squad leader dies in those 40 seconds, then you've just waited for nothing. On the other hand, if he stays alive and you're able to spawn, then you're closer to the action.

                              I just found this dynamic interesting, and I don't think it should change, even if EA changes it in the next patch.

                              Comment

                              • BOBSONATOR025

                                #105
                                Re: PRMM v0.3 Released

                                need better mirror.

                                Filecloud can blow me.

                                Comment

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